Almah Rovshki

Voyla Sloboda's page

389 posts. Alias of Corsario.


Full Name

Voyla Sloboda

Race

| HP 40/41 | AC 19 T 14 FF 15 CMD 21 | F +5 R +6 W +8 (+2 vs Fear) | Init +7 | Perc +18 |

Classes/Levels

Status: Normal

Gender

Female Human (Varisian) Inquisitor 7 (Desna / Freedom)

Size

Medium

Age

23

Alignment

Chaotic Good

Deity

Desna

Location

Echo Wood

Languages

Common

Strength 14
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 16
Charisma 13

About Voyla Sloboda

"I never get tired of looking at the stars.
One day I would love to go travel among them."

IMAGE
The young woman entering the inn is covered by a dark grey cloak. Even if her factions betrays her as a Varisian, her clothes differ from what is normal in the nomadic people. Instead of the light colorful fabrics, she wears a sturdy and colorless outfit, with a starknife at her side, and a very sturdy longbow on her back.
She sits in a table, and with a raspy voice ask for some ale, which she drinks, looking outside, towards the starry night, while singing, very softly, a Varisian song.

Why get involved in defeating the machinations of the Whispering Way?
Tar-Baphon, the Whispering Tyrant, is the worst thing that has happened to Ustalav, and Varisian people in general. Anything related to him, and any associate with his horrid Whispering Way organization is to be found, exposed, and destroyed before it can cause more damage that it has already.
Why are you in Ustalav? Why risk your life when you could move somewhere else and ply your mercenary or adventuring trade there?
Because her family, near and extended, lives there. She has to protect them. protect their life and their freedom.
Appearance:
A varisian girl at the flower of her beauty and physical condition, lithe but not overtly athletic, dressed in dark clothes. Her hair, somehow, looks grey instead of black, and with the correct light you can notice her big dark eyes are dark grey too. If you ask her, and you have win her confidence, she will tell you their are the color of the night.
She has long legs, big mouth, and a beautiful figure.
Age: 23; Height: 5'6"; Weight: 140 lbs.
Personality:
Prone to day-dream, She is free to do Desna's bidding, freeing from bondage and fear the most needy of her people, the Varisians.
She has won her confidence, proving herself in the real world, after living with her extended family for all of the beginning of her life, but now, free of them too, she knows she has what it takes to protect her people.
She is also looking for that special man that will sweep her out of her feet.
Background:
Born to a Varisian farmer family of the Echo Woods, learning from her grandmother the mysteries of the Night Butterfly, from her father archery, and from her mother the abilities of stealth and to know what people think, even while what they say is different.
Her big sister Wyssal lives in the farm, with plans of inherit it in the future, and her small sister Rose died some 10 years prior, of sickness.

Voyla Sloboda
Female Human (Varisian) Inquisitor 7 Archetypes Preacher
CG Medium Humanoid (Human)
Init +7, Senses Perception +18
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SPENT RESOURCES
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Judgment (3/day): Used 1
Spells (2,4,5/day): Used 1,0,0
Cure Light Wounds Wand (50 charges): Used 24
Arrows: Used 15
Bane Weapon Quality (10 rounds/day): Used 2
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DEFENSE
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AC 19, Touch 14, Flat-footed 15 (+5 Armor, +4 Dex)
HP 41 (7d8)
Fort +5, Ref +6, Will +8, +2 trait bonus on saves vs. fear effects

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OFFENSE
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Speed 30 ft., Liberation (7 rounds/day)
Ranged +1 Seeking Composite Longbow STR +2 +10 (1d8+3/x3), within 30 ft. +11 (1d8+4)
Ranged [Deadly Aim] +8 (1d8+7/x3), within 30 ft. +9 (1d8+8)
Ranged [Rapid Shot] +8/+8 (1d8+3/x3), within 30 ft. +9/+9 (1d8+4)
Ranged Holy Water (Flask) +9 (2d4+1), within 30 ft. +10 (2d4+1)
Melee Alchemical Silver Masterwork Starknife +8 (1d4+1/x3)
Special Attacks
Judgements: Bane, Destruction, Healing, Justice, Piercing, Protection, Purity, Resiliency, Resistance, Smiting
Stern Gaze

Inquisitor Spell-Like Abilities
Detect Chaos / Evil / Good / Law (at will)
Discern Lies (DC 17, 7 rounds/day)

Inquisitor Spells Known (CL 7th; Concentration +10)
3rd(2/Day)
Heroism(DC 16), Magic Circle Against Evil(DC 16)
2nd(4/Day)
Bestow Insight, Brow Gasher(DC 15), Honeyed Tongue, Invisibility(DC 15)
1st(5/Day)
Cure Light Wounds(DC 14), Divine Favor, Heightened Awareness, Lend Judgment(DC 14), Protection From Evil(DC 14)
0th(At Will)
Create Water, Detect Magic, Guidance(DC 13), Light, Read Magic, Stabilize(DC 13)

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STATISTICS
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Str 14, Dex 18, Con 10, Int 10, Wis 16, Cha 13
Base Atk +5; CMB +7; CMD 21
Feats
Point-Blank Shot
Precise Shot
Rapid Shot
Deadly Aim
Extended Bane
Skills
Acrobatics +8
Bluff +8
Climb +9
Diplomacy +14
Disable Device +5
Disguise +8
Heal +7
Intimidate +11
Knowledge (Arcana) +4, ID monster +7
Knowledge (Dungeoneering) +4, ID monster +7
Knowledge (Nature) +4, ID monster +7
Knowledge (Planes) +4, ID monster) +7
Knowledge (Religion) +10 ID monster +13
Perception +18
Perform (Oratory) +5
Ride +8
Sense Motive +16
Spellcraft +4
Stealth +14
Survival +7
Survival (Follow or identify tracks) +10
Swim +6,
Traits
Acrobat
Making Good on Promises
Languages
Common
Varisian
SQ Bonus feat, cunning initiative, detect alignment, determination, discern lies, humanoid traits, judgment (sacred), liberation (7 rounds/day), monster lore, skilled, track
Gear
Disguise Kit (10 charges)
Healer's Kit (10 charges)
Wand (Cure Light Wounds/Cleric/1st) (50 charges)
Holy water (flask) (4)
Rations (trail/per day) (2)
Eyes of the eagle
Circlet of persuasion
Masterwork alchemical silver Starknife
Efficient Quiver
+1 Seeking Composite Longbow STR +2
Arrow (40)
Blunt arrow (20)
Cold iron arrow (20)
Alchemical silver arrow (10)
Adamantine arrow (5)
Grappling arrow
Sleeves of many garments
+1 Mithral Chain Shirt
Boots of the Cat
Silver Holy Symbol
Spell component pouch
Chalkboard
Chalk (piece) (10)
Climber's Kit
Everburning Torch
Flint and Steel
Harrow Deck
Holy Text (typical)
Mess kit
Masterwork Thieves' tools
Masterwork Backpack
Traveler's outfit
Silk Rope (50 ft.)
Soap
Belt pouch
Jewelry (200 GP)
White pearl 100 GP (3)
Smoky Quartz 50 GP
Gold piece (17)
Silver piece (4)
Copper piece (5)

Kerzan's Cat's Grace Infusion

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SPECIAL ABILITIES
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Acrobat Having trained from a young age, you're capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a -2 penalty instead of the normal -5 penalty when using the Climb skill to attempt an accelerated climb.

Bane (Su) An inquisitor can imbue one of her weapons with the undead-bane weapon special ability as a swift action. This ability lasts for 10 rounds per day. These rounds do not need to be consecutive.

Bonus Feat Humans select one extra feat at 1st level.

Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Determination (Ex) You are a person of few words on the battlefield, but those words hold great power and authority. You can use this ability to create one of the following effects 3/day. Each is a free action to use. Aggression: You may reroll an attack roll that you just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. Defense: When you would be hit by a melee or ranged attack, as an immediate action you may add a +4 insight bonus to your Armor Class against that attack, and if this makes your AC higher than the opponent's attack roll, the attack misses. Warning: When your ally within line of sight would be hit by a melee or ranged attack, you may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear you and must not be helpless for this ability to have any effect. Whenever you could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), you can instead choose to increase your number of uses per day of this ability by one.

Discern Lies (Sp) An inquisitor can discern lies, as per the spell, for 7 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Domain Freedom

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +3 sacred bonus on all weapon damage rolls.

Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 3. This causes the inquisitor to heal 3 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +2 sacred bonus on all attack rolls.

Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +3 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +2 sacred bonus to Armor Class.

Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +2 sacred bonus on all saving throws.

Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 2/magic.

Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 6 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. The inquisitor's weapons also count as silver for the purpose of bypassing damage reduction.

Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 3 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Liberation (Su) You have the ability to ignore impediments to your mobility. For 7 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by Freedom of Movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Making Good on Promises At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. Assuming the old man had either forgotten about you or died, you eventually assumed you'd never have to follow through on your end of the bargain. When you received word of the professor's death, and that he had named you specifically in his will, your dread of what he could possibly want from you has grown throughout your entire journey to Ravengro. Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +3 morale bonus on all Intimidate and Sense Motive checks.

Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.